Spelling suggestions: "subject:"ubiquitous computing"" "subject:"ubiquitous acomputing""
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[pt] STABLEBELT: WEARABLES EM ESTABILIZAÇÃO SEGMENTAR / [en] STABLEBELT: WEARABLES IN CORE STABILIZATIONFERNANDO CARDOSO ISMÉRIO 28 September 2016 (has links)
[pt] Nesta dissertação são investigadas formas de áudio biofeedback (ABF) para
exercícios de estabilização segmentar usando sensores de movimento. A
estabilização segmentar é uma das estratégias no tratamento de lombalgias. O
exercício de Ponte foi escolhido como foco para a investigação. O sensor de
movimento principal foi um acelerômetro tri-axial. Flex Sensors, Force Sensitive
Resistor e múltiplos acelerômetros foram usados em outros protótipos. Os
resultados desta dissertação, que incluem dados do acelerômetro, comentários,
procedimentos, reflexões e implementação de protótipos com geração de 3 tipos
de ABF, foram obtidos durante 5 ciclos de uma pesquisa-ação. Na pesquisa-ação,
o pesquisador conduz a pesquisa realizando ações sucessivas que busquem reduzir
um problema específico em um ambiente real. Nesta dissertação, o ambiente
usado foi um local onde um paciente executa exercícios de estabilização
segmentar e o problema identificado é a dificuldade do paciente executar os
exercícios de forma correta. A ação é a disponibilização de um wearable –
StableBelt – que produz ABF baseado nos movimentos do paciente durante um
exercício de estabilização segmentar. Diferentes formas de áudio foram
investigadas: música instrumental, piano e percussão. O StableBelt foi avaliado
através de 3 testes com usuários. Após um teste preliminar com um participante,
testes com 5 e depois 8 participantes foram feitos. No teste preliminar foi usada
música instrumental e piano e percussão nos testes subsequentes. O último ciclo
da pesquisa-ação foi dedicado ao conforto do StableBelt. Durante a investigação,
foram entrevistados fisioterapeutas que pesquisam lombalgia e fisioterapeutas que
usam estabilização segmentar na clínica. / [en] In this dissertation, different types of audio biofeedback (ABF) for core
stabilization exercises using motion sensors are investigated. Core stabilization
exercises are one of the strategies used in the treatment of low back pain. The
Supine Bridge (SB) exercise was chosen as the focus for the investigation. The
primary motion sensor used was a tri-axial accelerometer. Flex Sensors, Force
Sensitive Resistors and multiple accelerometers were also used in other
prototypes. The results of this dissertation, which include data from
accelerometer, comments, process, reflections, and implementation of prototypes
that generate 3 types of audio biofeedback, were gathered during 5 cycles of
action research. In action research, the researcher conducts the research
performing successive actions that attempt to reduce a specific problem in a real
world environment. In this dissertation, the environment chosen was a place
where a patient executes exercises and the problem identified is the difficulty of
the patient to perform the exercises correctly. The action was the introduction of a
wearable – StableBelt – which generates audio biofeedback based on the patient s
movements during a core stabilization exercise. Different types of audio were
investigated: instrumental music, piano and drums. The StableBelt was evaluated
through 3 user tests. After a preliminary test with one participant, user tests with 5
and 8 participants were conducted. In the preliminary test, instrumental music was
used and piano and drums in later tests. The last cycle of the action research was
dedicated to the comfort of the StableBelt. During the investigation, physical
therapists which research low back pain and physical therapists which use core
stabilization exercises in their clinical practice were interviewed.
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Service Discovery in Pervasive Computing EnvironmentsThompson, Michael Stewart 17 October 2006 (has links)
Service discovery is a driving force in realizing pervasive computing. It provides a way for users and services to locate and interact with other services in a pervasive computing environment. Unfortunately, current service discovery solutions do not capture the effects of the human or physical world and do not deal well with diverse device populations; both of which are characteristics of pervasive computing environments.
This research concentrates on the examination and fulfillment of the goals of two of the four components of service discovery, service description and dissemination. It begins with a review of and commentary on current service discovery solutions. Following this review, is the formulation of the problem statement, including a full explanation of the problems mentioned above. The problem formulation is followed by an explanation of the process followed to design and build solutions to these problems. These solutions include the Pervasive Service Description Language (PSDL), the Pervasive Service Query Language (PSQL), and the Multi-Assurance Delivery Protocol (MADEP). Prototype implementations of the components are used to validate feasibility and evaluate performance. Experimental results are presented and analyzed. This work concludes with a discussion of overall conclusions, directions for future work, and a list of contributions. / Ph. D.
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Man in the Mirror: A Mythology-Driven Exploration of Multiple User-Interpretations in a Multimedia SpaceOtitoju, Oluwabukumni Sharon 24 May 2007 (has links)
Artists, designers and writers have long employed ambiguity as a tool in compelling their audience to deduce a personal meaning to their work. As computing becomes less of a strictly workspace, task-oriented phenomenon and more of a ubiquitous, life-space one, it is increasingly important to consider the intelligence of the user in the design of everyday computer-based things. Support of multiple user interpretation through ambiguity is an element whose appropriate inclusion in system design can compel the user to deduce a personal interpretation of the system's meaning and utility.
The work in this paper explores the process by which users may come to deduce a meaning to an ambiguous work, both as individuals and collaboratively. Incorporating elements of ambiguity, we created SenSpace, an immersive physical environment that embeds the Greek myth of Narcissus within itself. The subsequent user study provided insight on the process by which naïve visitors may come to deduce their meanings of a work, both individually and collaboratively. Our results showed that there exists a trade-off between a user's level of interaction and depth of the interpretation of the multimedia environment. We also show how ambiguity can be used as a design method, by incorporating observed user expectations into the system. This paper uses experimental evidence to advocate the design of systems that support not only the system goal the designer has in mind, but also the multiple perspectives and meanings that the user often brings to the system. / Master of Science
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Ubiquitous Computing: By the People, For the PeopleNdiwalana, Ali 21 August 2003 (has links)
Computing is moving away from the desktop, permeating into many everyday objects and the environments in which we live. Many researchers in ubiquitous computing are excited about the potential to profoundly change the way we live by revolutionizing how we interact with information. Despite the excitement, few successful applications are making the transition from the laboratories to the mass market. While this could easily be attributed to the immaturity of the research area, it is also a manifestation of a larger problem—the lack of coherent methods, processes or tools that assist designers in thinking about issues pertinent to ubiquitous computing, as they explore potential ideas and develop some of these into working prototypes.
To this end, this research presents an overview of the important characteristics of ubiquitous computing systems identified by many of the leading researchers in the field. Contrasting with conventional systems, we discuss the resulting issues and challenges, and their implications on the future directions of this emerging research area. In a case study, we use scenario-based design to walkthrough the design of a community computing application. At various stages of the design process, the need to focus on more issues relevant to ubiquitous computing design became apparent, resulting in the augmentation of scenario-based design.
The augmented scenario-based design process is proposed as a tool for helping designers conceptualize user activities within given usage circumstances and at various stages of the design process. New questions help to identify the most common pitfalls, enabling designers to produce systems that are more socially acceptable and provide a higher likelihood for adoption by everyday users beyond the laboratory. In initial testing, the augmented process was shown to produce better designs.
The ultimate ambition of ubiquitous computing technology is to be able to serve users anywhere, at anytime. However, taking into account the dynamic nature of user needs and usage situations, is a novel and non trivial undertaking. In essence, it is a fundamental change that requires designers to rethink many of the conventional answers and processes that help guide the creation of interactive systems. We provide a promising approach. / Master of Science
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Semantic interoperability in ad-hoc computing environmentsRendo Fernandez, Jose Ignacio January 2007 (has links)
This thesis introduces a novel approach in which multiple heterogeneous devices collaborate to provide useful applications in an ad-hoc network. This thesis proposes a smart home as a particular ubiquitous computing scenario considering all the requirements given by the literature for succeed in this kind of systems. To that end, we envision a horizontally integrated smart home built up from independent components that provide services. These components are described with enough syntactic, semantic and pragmatic knowledge to accomplish spontaneous collaboration. The objective of these collaboration is domestic use, that is, the provision of valuable services for home residents capable of supporting users in their daily activities. Moreover, for the system to be attractive for potential customers, it should offer high levels of trust and reliability, all of them not at an excessive price. To achieve this goal, this thesis proposes to study the synergies available when an ontological description of home device functionality is paired with a formal method. We propose an ad-hoc home network in which components are home devices modelled as processes represented as semantic services by means of the Web Service Ontology (OWL-S). In addition, such services are specified, verified and implemented by means of the Communicating Sequential Processes (CSP), a process algebra for describing concurrent systems. The utilisation of an ontology brings the desired levels of knowledge for a system to compose services in a ad-hoc environment. Services are composed by a goal based system in order to satisfy user needs. Such system is capable of understaning, both service representations and user context information. Furthermore, the inclusion of a formal method contributes with additional semantics to check that such compositions will be correctly implemented and executed, achieving the levels of reliability and costs reduction (costs derived form the design, development and implementation of the system) needed for a smart home to succeed.
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Free roaming: A system for ubiquitous computingLiu, Huanjin 01 January 2006 (has links)
Based on the Umbilical Cord system, this project enriches the Ubiquitous Computing system with a Free Roaming system. This Free Roaming consists of a distributed authentication system, a data caching system and a communication system between them. It allows user to roam within this system and access his data everywhere. Together with the Umbilical Cord system, a Ubiquitous Computing system is functionally completed as a prototype, and is ready to be deployed into the Internet.
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Dynamische Verwaltung heterogener Kontextquellen in global verteilten SystemenHamann, Thomas 30 January 2009 (has links) (PDF)
Im Rahmen der Dissertation wurde ein Middlewaredienst entwickelt und realisiert. Es gestattet die dynamische Verwaltung heterogener Kontextquellen. Das zugrunde liegende Komponentenmodell selbstbeschreibender Context Provieder ermöglicht die lose Kopplung von Kontextquellen und -senken. Es wird durch Filter- und Konverterkomponenten zur generischen Providersselektion anhand domänenspezifischer Merkmale ergänzt. Die Kopplung der verteilten Dienstinstanzen erfolgt durch ein hybrides Peer-to-Peer-System. Dies trägt der Heterogenität der Endgeräte Rechnung, und erlaubt die skalierbare , verteilte Verwaltung von Kontextquellen in globalen Szenarien.
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Dynamische Verwaltung heterogener Kontextquellen in global verteilten SystemenHamann, Thomas 05 December 2008 (has links)
Im Rahmen der Dissertation wurde ein Middlewaredienst entwickelt und realisiert. Es gestattet die dynamische Verwaltung heterogener Kontextquellen. Das zugrunde liegende Komponentenmodell selbstbeschreibender Context Provieder ermöglicht die lose Kopplung von Kontextquellen und -senken. Es wird durch Filter- und Konverterkomponenten zur generischen Providersselektion anhand domänenspezifischer Merkmale ergänzt. Die Kopplung der verteilten Dienstinstanzen erfolgt durch ein hybrides Peer-to-Peer-System. Dies trägt der Heterogenität der Endgeräte Rechnung, und erlaubt die skalierbare , verteilte Verwaltung von Kontextquellen in globalen Szenarien.
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Context-aware gestural interaction in the smart environments of the ubiquitous computing eraCaon, Maurizio January 2014 (has links)
Technology is becoming pervasive and the current interfaces are not adequate for the interaction with the smart environments of the ubiquitous computing era. Recently, researchers have started to address this issue introducing the concept of natural user interface, which is mainly based on gestural interactions. Many issues are still open in this emerging domain and, in particular, there is a lack of common guidelines for coherent implementation of gestural interfaces. This research investigates gestural interactions between humans and smart environments. It proposes a novel framework for the high-level organization of the context information. The framework is conceived to provide the support for a novel approach using functional gestures to reduce the gesture ambiguity and the number of gestures in taxonomies and improve the usability. In order to validate this framework, a proof-of-concept has been developed. A prototype has been developed by implementing a novel method for the view-invariant recognition of deictic and dynamic gestures. Tests have been conducted to assess the gesture recognition accuracy and the usability of the interfaces developed following the proposed framework. The results show that the method provides optimal gesture recognition from very different view-points whilst the usability tests have yielded high scores. Further investigation on the context information has been performed tackling the problem of user status. It is intended as human activity and a technique based on an innovative application of electromyography is proposed. The tests show that the proposed technique has achieved good activity recognition accuracy. The context is treated also as system status. In ubiquitous computing, the system can adopt different paradigms: wearable, environmental and pervasive. A novel paradigm, called synergistic paradigm, is presented combining the advantages of the wearable and environmental paradigms. Moreover, it augments the interaction possibilities of the user and ensures better gesture recognition accuracy than with the other paradigms.
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Leveraging contextual cues for dynamic scene understandingBettadapura, Vinay Kumar 27 May 2016 (has links)
Environments with people are complex, with many activities and events that need to be represented and explained. The goal of scene understanding is to either determine what objects and people are doing in such complex and dynamic environments, or to know the overall happenings, such as the highlights of the scene. The context within which the activities and events unfold provides key insights that cannot be derived by studying the activities and events alone. \emph{In this thesis, we show that this rich contextual information can be successfully leveraged, along with the video data, to support dynamic scene understanding}. We categorize and study four different types of contextual cues: (1) spatio-temporal context, (2) egocentric context, (3) geographic context, and (4) environmental context, and show that they improve dynamic scene understanding tasks across several different application domains.
We start by presenting data-driven techniques to enrich spatio-temporal context by augmenting Bag-of-Words models with temporal, local and global causality information and show that this improves activity recognition, anomaly detection and scene assessment from videos. Next, we leverage the egocentric context derived from sensor data captured from first-person point-of-view devices to perform field-of-view localization in order to understand the user's focus of attention. We demonstrate single and multi-user field-of-view localization in both indoor and outdoor environments with applications in augmented reality, event understanding and studying social interactions. Next, we look at how geographic context can be leveraged to make challenging ``in-the-wild" object recognition tasks more tractable using the problem of food recognition in restaurants as a case-study. Finally, we study the environmental context obtained from dynamic scenes such as sporting events, which take place in responsive environments such as stadiums and gymnasiums, and show that it can be successfully used to address the challenging task of automatically generating basketball highlights. We perform comprehensive user-studies on 25 full-length NCAA games and demonstrate the effectiveness of environmental context in producing highlights that are comparable to the highlights produced by ESPN.
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